Build Metaverse Under ‘Open’ Framework, Execs Say at our Global Summit

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By DEMOND CURETON

Speakers at a key global event called on global tech leaders to build an open digital society

XR Today attended a philosophical discussion on the nature of the Metaverse on Wednesday, where several key executives in the virtual and augmented reality (VR/AR) industry debated on what and who determined the features of the rising platform.

Marcin Klimek, Chief Executive and Co-founder of ExplodedView, hosted the discussion for panelists Veronica Costa Orvalho, Founder and CEO for Didimo IncTimmu Tõke, Chief Executive for Ready Player Me, and Krzysztof Wróbel, CEO for Virbe.

The news comes after Mark Zuckerberg, Facebook Chief Executive and Founder, announced in early August his firm would shift to become a “Metaverse company”.

A major growth of interest in the platform has sparked massive investment from the Menlo Park-based firm, along with other key enterprises such as NextechARHTC VIVESTYLY, and many others.

The Metaverse: The Undiscovered Country

The rising popularity of the potential successor to the Internet had been discussed for the past three decades and aimed to combine the internet, virtual reality, and augmented reality, Klimek explained.

Mrs Orvalho stated the Metaverse was an “enabler for people to do more of what they love” and allowed users to intereact in easier and richer ways.

Building experiences in the Metaverse created “an additional layer of who and what” users are and allowed them to extend those features as well as create new identities, she said.

She continued, stating,

“The more provocative question is how we can involve and get involved in this Metaverse in the most authentic way [as] a place we can actually trust […], and is that even a possibility or worth exploring”

Wróbel added it was difficult to determine if an actual Metaverse existed and called for clarity on a specific point of reference for the platform.

Citing examples such as Second Life, he added people should define “the first medium for the Metaverse” to expand on specific issues related to the platform.

But Tõke added that no single platform, website, or internet company could become the Metaverse. Despite the $170 billion USD gaming industry, which hosted several platforms where millions of gamers interacted in virtual environments, he questioned how such worlds defined the Metaverse.

“Our answer to that is connections between those worlds. [We need] a more persistent experience across those worlds… that’s what makes a Metaverse. It’s a connected virtual world that consists of thousands or millions of different places, built by developers for different purposes, but they are connected and feel like a persistent experience”

Many platforms called themselves Metaverses, but were only a single point of interaction, he said, adding the solution was “to connect those worlds”, which was a difficult task with many technical, business, and philosophical problems to tackle.

The Metaverse: Open Or Closed?

When asked whether Facebook alone could successfully build the Metaverse, Tõke and Orvalho replied, “no”, with the former citing the potential dystopia of “Ready, Player One”.

He continued, stating his company was building cross-game services for over 150 tech firms, adding,

“That’s the first good layer to start building [a] connection, and more things like that need to exist for individual developers to build and connect those worlds, so the open Metaverse would be bigger and more powerful than any big company with a lot of capital like Facebook”

Orvalho added larger enterprises needed to facilitate interoperability between virtual spaces to build a successful Metaverse by building capable technologies, as well as developing “a complete mind shift in the way we approach” doing so.

The panelists agreed and called for a global standard for developing the Metaverse, similarly to the Internet, as none existed to date. Tõke additionally cautioned many large companies would attempt to dominate the internet and urged the Metaverse to develop under an open framework.

The panel talk comes amid the ongoing VR/AR Association (VRARA) Global Summit: Europe Edition, which is taking place from September 29th to October 1st.

The online event is hosted by Hopin and has gathered over 300 of the world’s top XR firms, including Pico Interactive, Lenovo, Unity, Samsung, Facebook, HP, HTC VIVE, Nextech AR, as well as numerous organisations to discuss critical topics on the global industry to date.

HP Reveals Adaptive Biometric XR Tools at our Global Summit

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By RORY GREENER

The US tech giant discussed an 'intelligent' biometrics solution for VR Headsets

Opening this year’s VR/AR Association’s (VRARA) Global European Summit was Cécile Tezenas du Montcel, New technology Business Development Manager at HP, who spoke on Omnicept by HP, a software development kit (SDK) that records biometric data in real time.

Omnicept by HP is revolutionising virtual reality (VR) training for enterprises with a data-driven platform to allow cross reality (XR) developers to produce adaptive immersive experiences that react to a wearer’s physical response in real-time.

This facilitates the creation and distribution of enterprise-grade VR software that improves employee training, satisfaction, and wellness.

HP Reverb G2 Omnicept Edition

The US global PC manufacturer released its HP Reverb G2 Omnicept Edition in May and the package contains additional hardware accessories that provide biometrically-enhanced immersive experiences.

The Omnicept Edition comes packed with integrated sensors that monitor muscle movement and heart rates, and the enhanced Reverb G2 contains additional hardware with eye-tracking capabilities.

Biometric training applications collect data on a user’s physical state to separate computer, creating a central point to review metrics and assess an individual’s performance during VR training sessions.

HP requires a user to tether the Reverb G2 to a PC or smartphone to offload processing power, although she would not confirm or deny the prospect of a standalone edition.

The HP Reverb G2 Omnicept Edition headset is available in the Netherlands, Germany, Austria, Norway, Denmark, and the Americas for $1,249.00.

Future of Biometrics

The news comes after US tech giant Apple filed a patent with the US Patent and Trademark Office (USPTO) for a head-mountable device with facial biometrics for eye, mood, voice, and emotion tracking.

The United States Army Combat Capabilities Development Command (DEVCOM) has also been funding research at Kent State University to develop a VR training solution to identify neurological signals to reduce stress and improve decision making for small military units.

Source

US Air Force Awards Dynepic $6.6m Phase III Contract to Power Training Data Hub & Ecosystem

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Multi-year commitment brings significant impact and savings to USAF content creators, trainers & students!


RENO, NV -- Dynepic Inc. has won again, and it’s B I G !!! 

“We’re successfully powering a holistic ecosystem for immersive training and inventing the future with the USAF and the MOTAR platform,” said co-founder and CEO Krissa Watry. 

The Reno, Nevada tech company will leverage the $6.6M sole-source Phase III Small Business Innovative Research (SBIR) contract to bring the power of Dynepic’s secure digital infrastructure and open ecosystem, white-labeled as MOTAR (Member. Operations. Training. Analytics. Reports), to the United States Air Force (USAF) enterprise. The result will ensure students get the best training possible to fit their learning preferences before moving to the field, and instructors can be confident in skills of each individual. 

“It will always be an honor to work with our USAF partners, and we’re particularly excited about the deep impact we’ll be able to have with this effort,” Watry said.  “Combined with the incredible technologies activated on MOTAR from our ecosystem vendors, we have limitless potential.

As part of this Phase III contract, the USAF’s Maintenance Training Next (MxNext) program leveraged Dynepic’s MOTAR Platform to deliver the Crew Chief Fundamentals Course. Within this course, four individual 3rd-party vendors quickly activated their augmented and virtual reality (AR/VR) applications to seamlessly deliver a variety of training content directly to Airmen across devices. While students trained, their performance metrics passed securely in real-time to live learning MOTAR dashboards where instructors, managers, and leadership could track their progress. The Airmen in this MxNext course completed their training in about half the time relative to traditional training methods, with no significant performance differences – ultimately training faster and improving readiness. 

“The team training on MOTAR was able to get the same results in a more efficient and effective way than they were used to,” Watry said. “The students reported that training felt more engaging, realistic, and fun, and the trainers were able to get real-time feedback on how each of them was doing throughout the training.” 

Under this Phase III effort, Dynepic has already begun to build out capabilities that will greatly enhance the MOTAR experience for both vendors and users. New feature additions in the coming months will help instructors manage course versioning, question banks, and course schedule and management. 

The expansion will also include:

  • A central content management system with permission-based sharing for lessons, 3D models, map packs, and more;

  • Improve platform collaboration and content discovery through communities and vendor showcase pages;

  • Plug-ins and APIs for integration with legacy Learning Management Systems;

  • Expand the Hub (previously MOTAR’s App Store) to support various types of vendor technology (AR, VR, AI, etc.) and application distribution requirements; and

  • Achieve a MOTAR Authority to Operate (ATO) in 2022 for IL4 operations.

The contract also represents a unique collaboration between the USAF Air Education Training Command (AETC)’s Tech Training Transformation (T3) team who awarded the contract, the Air Force Life Cycle Management Center (AFLCMC) Simulators Division Innovation Cell, and additional USAF units across the Major Commands. Dynepic has been working closely with these groups to onboard selected vendors with technologies relevant to their missions; most recently, this included activating and further integrating 15 different vendors and XR training technologies on the MOTAR platform as part of Dynepic’s Accelerating Pilots to Combat Ready Aviators AFWERX Challenge win. 

To see MOTAR in action, check out this video. If you’d like to learn more and get involved, please reach out to info@dynepic.com or connect with us on LinkedIn


About Dynepic, Inc.

Launched in 2014, Dynepic, Inc. is a woman- and service-disabled veteran founded tech company based out of Reno, Nevada. Dynepic’s DX Platform is a secure, device- and software- agnostic infrastructure with open APIs, LMS/LRS, and a central training hub to build an open ecosystem for XR to power the future of multi-dimensional knowledge for a better tomorrow. To learn more about Dynepic, check out our website and connect with us on LinkedIn

Favelli Enterprises Announces Plans To Provide Arts & Entertainment for the “Every World.”

Led By San Diego Hip Hop Artist Don Favelli, Company Plans to Enhance Music & Art Experiences with XR/AR/VR, Joins VRARA

SAN DIEGO, CA, USA, September 23, 2021 Favelli Enterprises Inc., the art & entertainment company founded by San Diego hip hop artist Don Favelli, today announced its membership in the VR/AR Association, an international organization that supports stakeholders interested in the growth and use cases for extended reality (“XR”), virtual reality and augmented reality. President Don Favelli today outlined the company’s commitment to exploring and embracing “XR” technologies through its divisions in music, art and e-commerce.

“Big changes are coming to our technological lives that will rival the changes introduced by the combination of smart phones and the Internet,” said Don Favelli. “Not so long ago, no one imagined that everyone would have a networked computer in their pocket. A lot still needs to be imagined with XR technologies, but in the end it will be no less revolutionary.”

“You see some push back on the idea of metaverses or the value of owning a digital asset such as an NFT,” says Favelli. “But younger generations are already accustomed to meeting friends in virtual gaming worlds, and they don’t think twice about the value of ‘digital assets’ in these environments.”

Favelli Enterprises is keeping its eye on numerous technology trends in augmented reality, immersive virtual reality, holograms, enhanced spatial audio, 5G, smart glasses and headsets, digital asset exchange markets and blockchain. Favelli believes that the pandemic has accelerated the embrace of digital experiences across multiple industries, and emerging technologies are creating a tipping point for more widespread availability and usage.

“What we need now are players who are willing to envision and implement innovative experiences and expand on those that positively impact where and how we live, work, learn, travel and play. Favelli Enterprises is committed to being at the forefront of defining how we combine technologies from the real world and digital world to transform the experience of art and music for artists, designers, performers and their supporters.”


About Don Favelli
Don Favelli is a San Diego, CA hip hop artist, songwriter and entrepreneur, with evocative, original lyrics. His latest album, Relationships Are Hard, was released Nov. 2020, and he expects to release new music in late 2021. Raised in Southern California, Don Favelli has lived over the last several years in Atlanta, Oakland and San Diego. Don Favelli is the CEO and founder of Favelli Enterprises Inc.

About Favelli Enterprises Inc.
Favelli Enterprises Inc. (FE) is a pioneer provider of “Arts & Entertainment for the Every World”, bringing music, art and entertainment to consumers at the crossroads of traditional industry channels, augmented reality and virtual reality. FE’s entertainment properties include hip hop and songwriter artist Don Favelli, music publisher Favelli Music, and arts and merchandise store Favelli Home.

About VR/AR Association (VRARA)
The VR/AR Association (VRARA) is an international organization designed to foster collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.

Volkswagen Group of America visualizes vehicles for 2030 and beyond

This study outlines how Volkswagen uses VR and other advanced visualization techniques to visualize futuristic vehicles. It gives a behind the scenes look at Volkswagen Group of America's Innovation Center California in Silicon Valley and how they use advanced visualization techniques, includingVR, to explore futuristic scenarios and vehicles.

What will the vehicles of the future look like? How will drivers and passengers interact with them? How is autonomous driving going to become a reality? These are some of the many questions a group of engineers, designers, scientists and futurists are answering at Volkswagen Group of America’s Innovation Center California (ICC) in Silicon Valley.

At the ICC, one of three global research centers for Volkswagen Group Innovation, the team’s charter is as inspiring as it is challenging: to predict what the world will look like in 2030 and beyond. Forecasting the far future helps the automaker better anticipate and identify the needs of its customers across its worldwide family of brands, including Audi, Bentley, Bugatti, Lamborghini and Volkswagen.

To show the future, the ICC doesn’t use a crystal ball. It uses Unity. With expertise spanning film and animation, software engineering, and VR development and design, the ICC’s group of Unity users stretch the software to its full capabilities to solve diverse problems, including:

  • Interaction with far-future scenarios (interior and exterior design and customer journey design)

  • Human-machine interface (HMI) design, including 3D user interfaces (UIs)

  • Synthetic data generation for machine learning-powered products

Read more here

MINNESOTA TWINS AND BEST BUY TO LAUNCH NEW FAN EXPERIENCE TITLED ‘TWINS XR: THE ART OF BASEBALL’

Free XR experience begins today and includes a look at the Twins’ first-ever NFT, plus a pair of complimentary game tickets for the first 1,000 fans

MINNEAPOLIS-ST. PAUL, MN – Bringing their fans a second installment of the most innovative, immersive and accessible fan experience in all of sport, the Minnesota Twins today launched “Twins XR: The Art of Baseball.” Developed in collaboration with Minneapolis-based REM5 STUDIOS and in partnership with Best Buy, fans of all ages can easily access Twins XR from the comfort of their own home. The experience, which showcases digital art and includes a sneak peek at the Twins’ first-ever NFT (non-fungible token), runs for a limited time beginning today (Thursday, September 23) and will be available to the public free of charge at twinsbaseball.com/xr



Through the experience, fans will navigate a stunning 3D environment to engage with baseball-themed digital art that pays homage to the incredible on-field physical feats of Minnesota Twins players. The exhibit will feature three displays by local artists centered around the art of pitching, the art of hitting and the art of fielding. Twins XR: The Art of Baseball will also include the first public look at the Twins’ inaugural NFT by renowned digital artist S. Preston, which will be officially released for auction on Monday, September 27 by Candy Digital as part of its “MLB Stadium Series.” In addition, the first 1,000 fans will have the opportunity to claim a free pair of tickets to one of the Twins’ final three 2021 home games at Target Field. Twins fans from anywhere in the world can visit concurrently with friends, family and other fans, allowing for live conversation and interaction as, together, they explore the Art of Baseball.



“Our second iteration of Twins XR is an incredibly unique experience that will amaze fans and non-fans alike,” said Chris Iles, Senior Director of Experience and Innovation for the Twins. “It’s a true celebration of the intersection of art, pop culture and the game we love so much.”



“Twins XR is a platform that bridges the gap between the professional sports community and emerging social networks like the metaverse,” said Amir Berenjian, Founder of REM5 STUDIOS. “The Art of Baseball is an amazing way to give Twins fans the opportunity to experience the club's first NFT in an entirely new way. It takes the abstract concept of an NFT and makes it accessible and tangible for all fans to enjoy.”



About Twins XR 

Twins XR is the most innovative, immersive and accessible fan experience in all of sport and is developed in collaboration with Minneapolis-based REM5 STUDIOS. For more information, please visit twinsbaseball.com/xr.



About REM5 

REM5 is a vertically integrated, immersive technology company based in Minneapolis: REM5 VR Laboratory, an 8,000 sq. ft. VR event space; REM5 For Good, a global leader in XR for impact and social change; and REM5 STUDIOS, a full-service, XR agency. Through these three pillars, REM5 delivers world-class XR experiences to tens of thousands of people each year. For more information, please visit rem5studios.com.

“Upskill Ultimatum” Research Reveals Urgent Need For Businesses To Transform Training Or Risk Losing Talent In An Uncertain World

Upskill Ultimatum VR report.png

Enterprise VR training company Immerse have today announced the launch of their latest report, "The Upskill Ultimatum". The research reveals the urgent need for businesses to transform their training, or they risk losing talent.

Findings include:

  • Companies face a large exodus of talent if they don’t invest in immersive training technology now.

  • 48% of employees would move companies if they weren't receiving the training they need.

  • 2/3 of HR professionals and 61% of employees think that companies that fail to employ cutting-edge training technologies will struggle to retain top talent.

  • 64% of HR professional and 58% of employees believe that as we move into a hybrid working world, cutting-edge training technologies like VR could be the key solving critical business challenges.

  • 2027 is the average year HR professionals believe their organization would pull the plug on traditional training methods.

  • 38% of high-performing businesses are using at least one form of immersive technology companywide, compared to 23% of low-performers.

Despite the “Big Quit”, research shows companies are failing to deliver the training employees expect


Major research conducted by global software company, Immerse, reveals that nearly 50% of US and UK employees are prepared to move companies if they don’t receive the training they need, yet HR departments are not prepared to revamp old methods for another seven years. The lack of modern training leaves the door wide open for continued departures at a time when recruiting is in emergency mode.

    

Immerse’s brand new research, The Upskill Ultimatum, reveals that a majority of companies plan to wait until 2028 – when tech-savvy Gen Z workers will form a large proportion of the workforce – to deploy immersive training technologies across their organisation. This is despite studies which have shown the effectiveness of these technologies in boosting knowledge acquisition and retention, and despite the fact that two-thirds of HR professionals believe that companies that fail to employ cutting-edge training technologies will struggle to attract and retain top talent.

 

The survey of 1,000 knowledge workers and 1,000 HR professionals across a range of sectors, conducted by Immerse, show massive fractures in the current training landscape. Nearly half of HR professionals (49%) believe that today's training deployment is inadequate for a hybrid working world. Also, businesses are feeling the effects of this “learning drought”, with half of HR professionals reporting an emerging skills gap in their organisation, resulting in operational company risk.

 

Immerse is a virtual reality technology company that has developed the Immerse Platform which enables companies to create, scale and measure virtual reality training. Having grown license revenues by 300% last year and with a global customer base and customers such as DHL, Nestlé and bp, Immerse are leaders in using VR to maximise human performance and the employee experience.    

 

“The world of work has shifted beyond all recognition, and employees are looking to their employer to help them adapt. But the pace of change in training is not matching the pace of technological innovation”, said Tom Symonds, CEO at Immerse. “The pandemic has forced businesses into damage-limitation mode, and leaders are failing to take the long view when it comes to talent.”

 

In a post-pandemic landscape where talent is tight, frequent reskilling and upskilling of employees is more critical than ever. Leaders failing to meet these expectations face the already acute risk of widespread talent loss: 48% of employees say they would move companies if they weren't receiving the level of training they need – and many are not. In fact, 25% of employees have not learned anything new through workplace training in the last year, and 7% have not learned anything new in the last 2 years.

 

Symonds continues, “Our research reveals the urgent need for a training overhaul to prepare companies for a future that remains decidedly uncertain. Companies embracing immersive training technologies will be at an advantage in the post-pandemic world of work, bridging skills gaps and supercharging employee engagement, productivity and retention.”

 

Almost three out of five employees (58%) say that immersive technologies, such as virtual reality, would make training exciting for the first time ever. Immersive training platforms also have the potential to solve critical business challenges: 64% of HR professionals believe that on-demand immersive training could be the key to solving the productivity crisis in the workplace, and 70% say that immersive tech would provide safe training in high-risk scenarios.

 

Immersive technology allows you to create microlearning that shortens training time but is relevant and impactful. The content can be accessed as needed for optimal flexibility. This is accomplished without disruption to actual production or office environments through their recreation in this immersive environment.

 

Time is running out for traditional training methods and, although HR teams can see this change coming, they’re not moving fast enough. Most companies have begun to engage with immersive tech at some level, but only a minority (10%) are currently using it companywide.

 

The study reveals that high-performing companies are leading the way when it comes to embedding cutting-edge training platforms within their business. Almost two in five (38%) high-performing businesses are using at least one form of immersive technology company wide, compared to under a quarter (23%) of low performers. If low performers are to close this training innovation gap, HR teams need to act fast and drive this agenda to the board.

 

To gain additional insights into what the future of training looks like, click here and download a complimentary copy of The Upskill Ultimatum.

 

- ENDS -

 

About the Study

This study was based on surveys conducted in 2021 with 1,000 knowledge workers and 1,000 HR professionals in both large, established corporations with over 5,000 employees and mid-market businesses (1,000-4,999 employees). Respondents were based in the UK and the US. The study focused on the following sectors: transport, CPG, pharmaceuticals, oil & gas, power & utilities and professional services.

 

Research methodology developed by Man Bites Dog, with support from Immerse. Independent opinion research carried out by research company Coleman Parkes.

 

About Immerse - www.immerse.io

Immerse is a global virtual reality technology company that has developed the Immerse Platform. Built for enterprise from the ground up, the Immerse Platform enables companies to create, scale and measure virtual reality training.

 

With clients in a wide range of industries such as CPG, oil & gas, pharma & life science and power & utilities, using the Immerse Platform enables companies to train and assess their employees in radically new ways maximising human performance and the employee experience.

 

For More Information Please Contact:

George Fryer, Senior Executive or Katie Charlton, Senior Consultant, Man Bites Dog

teamimmerse@manbitesdog.com +44 (0)1273 716 820

echoAR partners with SO REAL to provide high-quality 3D objects in AR/VR

echoAR partners with SO REAL.png

In partnership with SO REAL, echoAR is excited to introduce in-platform 3D model purchases. Users of all plans can now buy high-quality, game-engine ready 3D models as well as full digital twins inside the console, add them to their project, and then instantly stream & see it in AR!

SO REAL created The Twinverse, a web-shop for high-resolution 3D objects and home of the highest quality 3D & 4D objects using patented scanning and conversion technology. With our new integration, you are able to buy and import 3D objects directly into your AR/VR/3D project at echoAR, share it with friends, and see it in AR.

Read more here


Contact:

Name: Joshua Gallacher

Email Address: joshua@soreal.ch

VRARA Global Summit Europe to Unite Global XR Leaders

Written by RORY GREENER

The VR/AR Association (VRARA) will host the European edition of its global summit from September 29th to October 1st.

Full-access tickets for the digital event are available online, granting attendees access to the entire agenda, including speaking and speed-networking sessions.

VRARA’s Hopin in-house virtual events platform will host more than 300 speakers, sessions, virtual booths for attendees.

The event welcomes Pico Interactive as its top sponsor and will host sessions featuring executives from extended reality (XR) firms such as, Oculus, Pico, Realwear, Unity, HTC VIVE, and others.

VRARA’s VR/AR Global European Summit will join XR developers, vendors, enterprises, and enthusiasts in a networking programme connecting audiences via 1-on-1 videos and roundtables.

Cathy Edstrom Grochowski, a professional who recently attended one of VRARA’s speed networking sessions, said, “The 1-on-1 Speed Networking was exceptional. I met industry leaders from all over the world, and it was truly a blast! Having 5 minutes of undivided attention is fantastic.”

Big Sponsors

The event comes as many key sponsors hope to make an impression on the XR market, with Canadian AR firm Nextech joining the conference as a sponsor just months after purchasing spatial computing firm ARWay and entering the Metaverse race.

Sponsors HP and Lenovo continue to innovate the XR industry, namely after latter developed enterprise-level mixed reality (MR) smartglasses in collaborations with Qualcomm and Realwear.

Popular social media platform Snapchat has also sponsored the event in committed efforts to develop XR technologies after launching its branded AR smart glasses.

The event comes just weeks after Tiktok owner ByteDance acquired Pico Interactive, the event’s largest sponsor, for 5 billion yuan ($775 million) as the latter aims to build its XR solutions in the near future.

Source

Tim Cook and Nathan Pettyjohn on Augmented Reality’s Ascension as a Collaboration Tool

By Tom Brannen

In the first installment, I discussed how people use virtual reality (VR) for collaboration and how it differs from existing traditional technologies. In this final segment, I'll address how augmented reality (AR) is expected to be more transformative than virtual reality (VR). But first, I’d like to preface with a quote from Apple CEO, Tim Cook:

"I regard [AR] as a big idea, like the smartphone. The smartphone is for everyone, we don't have to think the iPhone is about a certain demographic, or country or vertical market: it's for everyone. I think AR is that big, it's huge. I get excited because of the things that could be done that could improve a lot of lives."

What is Augmented Reality?

With virtual reality (VR), users wear headsets that replace the physical world with a 3D computer-generated virtual world. Whereas with AR, users maintain a view of the physical world, with computer-generated data and graphics inserted into what they’re seeing. This perspective is typically accomplished with a smartphone’s camera view, an AR headset, or AR glasses.

As mentioned above by Mr. Cook, AR is indeed a big idea, so much so that it’s hard for us to imagine how it will change our world. Because AR has the potential to alter what we see, the changes are profound on many levels. For example, people walking down the street would all see different billboards. Family members could also see different art on the walls and watch separate video streams while sitting in the same room. Holograms in AR take us straight into science fiction, allowing for the closest thing to an in-person meeting we’ll ever get.

But what about the enterprise? How is AR changing the way we collaborate? To answer these questions, we’ll examine how people are using AR today with an eye on how this will change in the future.

AR – As We Know It Today

Today, the most widely used device for AR is the smartphone, and users access AR in two different ways. If you ever played Pokémon GO or donned a funny hat filter on Snapchat, you’ve experienced the smartphone version of augmented reality. The display shows whatever the camera is pointed at, augmented with information or graphics from the AR app.

One of the most widely-used consumer uses of AR today involves home renovations. My family and I recently replaced the flooring in our home, and thanks to AR, we were able to see how different floor colors would look with our walls and furniture. Furniture companies are using AR to allow prospective buyers an opportunity to see what distinct pieces would look like in their rooms. Additionally, fireworks maker TNT has an app that allows you to virtually preview different fireworks before buying, either in the store, on your desk, or in your backyard. All of these experiences are available using nothing more than a modern smartphone.

AR is also accessible via an AR headset, such as Microsoft’s HoloLens 2. The headset has transparent lenses that supplement your real-world view with data or graphics in a more realistic and hands-free experience. The HoloLens 2 also provides a feature Microsoft calls mixed reality, enabling interaction with virtual 3D models appearing in the real-world view.

Even at this early stage, we’ve already seen a game-changer for AR regarding remote service work. This area is exploding as companies recognize the enormous value in sending field workers to jobs equipped with AR devices to collaborate with remote specialists. The field technician broadcasts video of what they’re looking at, while remote specialists guide them through the work—annotating with diagrams and 3D animations of how they should get the job done inside their AR display. Reduced truck rolls and improved time to resolution will pay for a $3,500 headset (cost of HoloLens) quickly. Microsoft boasts a 40% reduction in travel time for Mercedes Benz, where local auto dealers are using AR to get remote assistance from engineers across the world.

There are many concrete benefits to this type of operational improvement, including increased customer and employee satisfaction, reduced expenses, and reduced carbon footprint. One of the reasons I find AR intriguing is that it can check all of these boxes with a single technology.

To go beyond the hype, I interviewed Nathan Pettyjohn, Commercial AR/VR Lead at Lenovo, to learn what the smart technology provider sees regarding real-world demand for AR. “We’ve reached a tipping point… about a year ago, our senior sales leaders started telling us that we are getting asked in every meeting what we can provide in terms of AR and VR,” Pettyjohn said. He also stated that the leadership at Lenovo considers this to be a significant part of its future. Lenovo has its own AR headset and partners with RealWear, a maker of head-mounted tablet computers for connected industrial workers.

The Presence of AR in Three to Five Years

It’s no secret that AR will see explosive growth in the next three to five years. Last year, Facebook announced ambitious plans to develop augmented reality glasses, and last week released its first foray into wearable tech through a collaboration with Ray-Ban. While not authentic AR glasses, this is the beginning of where Facebook is heading. Google has been experimenting with AR glasses for a decade. Consumers an industry watchers also expect Apple to make similar announcements, with authentic AR glasses rumored to release in the three to five-year time frame.

Industry insiders believe the first generation of consumer AR glasses will compare to the first generation of smartwatches. The glasses will have limited functionality and act as an extension of your smartphone. They will play notifications, provide visual cues for navigation, identify landmarks, etc. But this will change quickly, especially as AR converges with AI, cloud, and 5G.

What AR Will Look Like in Five Years and Beyond

At a high level, the long-term future of AR is easy to summarize—it changes everything. What started as a smartwatch substitute will grow into a smartphone replacement. With mature AR glasses, the need for a smartphone goes away.

From a collaboration perspective, the convergence of AR and virtual holograms will allow us to have more personal and intimate interactions with remote participants. As we ponder supporting a vast percentage of the remote workforce, this will become increasingly important. This area is one where AR and VR will converge, with remote users entering the digital twin of a meeting room in VR and seeing life-like avatars of the in-person attendees. In-person attendees will also see virtual holograms of remote attendees in their AR glasses. With enhanced quality and spatial audio, it might be hard to decipher who’s physically present in the room and who’s remote.

Tim Cook said that AR is a “big idea” like the smartphone. I disagree. I think it’s a much bigger idea than the smartphone and will be even more disruptive. AR can change what we see. In effect, AR can alter our reality to the degree where we can’t decipher between what’s real and what isn’t. AR devices can also potentially analyze everything we see. The privacy issues around AR are as mind-boggling as the technology. The winner of this “bigger than the smartphone” race could end up being the one users trust the most.

Tim Cook Nathan Pettyjohn augmented reality.png

Virtual Reality is Revolutionizing Enterprise and Industrial Training. See success stories from Walmart, Verizon, Porsche, BP, Henkel, FedEx

The global VR market size is estimated to expand to more than 12 billion U.S. dollars by 2024. While VR is highly popular in the gaming and entertainment industries, its applications are rapidly expanding in other industries.

Personnel training is an essential component of any organization as a company’s progress depends on what the employees are enabled to achieve individually. While classroom training is a generally adopted method, there are specific jobs that involve a high degree of risk and demand remarkable proficiency. There are different types of VR training solutions : fully immersive, semi immersive and non-immersive. Fully immersive Virtual Reality works by simulating real life situations and creates a sensory experience for the user by engaging all elements such as sound, sight and motion.


Fully immersive VR Solutions provide countless possibilities for businesses to leverage VR technology to their benefit. Fully immersive VR Training solutions create experiences for employees that empower them to be fully engrossed in the training environment and learn at their own pace. The possibility of learning actual skills hands-on , makes employees productive and boosts the overall profitability of businesses.

Success Stories


Walmart
Walmart trains store associates with hands-on VR training to upskill employees on new processes and technologies. Walmart uses VR headsets to prepare store associates to solve interpersonal conflicts and manage peak hours. The retail giant has trained more than 1.4 million store associates with VR training. Walmart could decrease training duration of employees on a new technology from 8 hours to 15 minutes with Virtual reality. Walmart uses VR for compliance, soft skills training, and training on new equipment such as kiosks and POS machines.

Verizon
The company used VR to train and prepare its employees for risky situations like personal thefts and attacks. In case of a robbery, it is necessary for store associates to respond sensibly without risking their lives. The company used VR to simulate scenarios and trained employees to take control of such situations. After the training sessions, it was found that roughly 97% of employees were confident enough to face such situations in future.

Porsche
Porsche implemented VR training to enlighten employees about the functioning of electric vehicles. Employees can learn about electrical components with interactive quizzes. The training module is designed such that it is smoothly accessible for all employees.

BP
BP is an oil company in England that uses virtual reality to provide training for emergency exit procedures. This is an integral part of safety training since even minor errors can have drastic effects and result in fatal accidents.

Henkel
Henkel’s use of VR is majorly focused on training employees at recognizing health and security risks at the workplace. Employees are required to accurately pinpoint all risk areas displayed in the virtual environment. Upon completion of every level, the difficulty of tasks increases.

FedEx
FedEx’s experience with VR training was successful and impressive. It took advantage of VR technology to curb turn over rates and equip employees with safe and efficient methods to be engaged in while loading and unloading packages.


Advantages
Quick paced training without compromising on the efficiency is a highlight of using VR based technology. It also helps in empowering the employees and making them feel confident about the role. Another great advantage is the fact that VR training is cost effective and helps companies assure safety and security even while incurring less expenditure.

Challenges
While VR serves as a great tool in most aspects of training, there are a few challenges yet to be resolved. Those include discomfort while using the headsets, expenses to be incurred for the initial implementation and the most inconvenient issue of familiarizing oneself with new pieces of technologies and adapting to their superior style and functions.

Conclusion

In order to provide an enhanced experience, manufacturer could focus on improving the audio and design features while also offering a better field view to the user. Companies looking to incorporate VR in their trainings can figure out methods through which VR will smoothly blend with the existing practices. This will enable people to produce training methods with a perfect balance between the two.

Tecknotrove is a leading provider of VR simulation solutions and has worked with multiple industries including mining, aviation, automotive and military, defence and nuclear training. Tecknotrove specializes in developing customized VR training solutions, and has helped several organizations to scale their training by using VR simulation technology . With extensive focus on addressing industry challenges, the company’s core expertise lies in creating customized virtual workspaces similar to the real world which is highly effective for industries for imparting quality training.

To know more about how your organisation can benefit from VR Training , contact Tecknotrove’s team on sales@teknotrove.com

Contact:

Name: Payal Gupta

Email Address: payalgupta@tecknotrove.com

Website URL: https://tecknotrove.com/virtual-reality-revolutionizing-enterprise-and-industrial-training/

PIXO and ENERGY worldnet, Inc. (EWN) Reach Partnership to Provide Extended Reality Solutions for the Energy Industry

ROYAL OAK, Mich. — Extended reality (XR) solutions company, PIXO, has announced a strategic partnership with ENERGY worldnet, Inc. (EWN), to provide virtual, augmented, and mixed reality training technology solutions to EWN’s global clientele.

EWN, the Decatur, Texas-based training and safety solutions company, will leverage PIXO’s groundbreaking XR content distribution and analytics platform, PIXO Apex™, to increase its extended reality solutions, beyond its current proprietary VR modules. 

For an organization like EWN, looking to distribute and manage XR Training content globally, the partnership with PIXO represents the perfect solution.

“We are very proud to be collaborating with PIXO VR. Our complimentary services will not only increase workplace safety but will also create a level of learner engagement and knowledge transfer like never before,” stated Coleman Sterling, EWN’s CEO. “PIXO VR is a leader in their space, just as EWN is a leader in ours. This collaboration will have positive impacts across multiple industries. I am confident that this hybrid training engagement model will result in a decrease in workplace accidents and incidents, as is our goal with each of our training activities.”

Apex™, a patent-pending, end-to-end, cloud-based platform launched by PIXO in summer 2020, allows organizations to access, distribute, and manage all of their XR training across numerous global endpoints and thousands of devices and users, all from one secure, easy-to-use, web-based portal.

PIXO’s platform, along with EWN's industry-specific solutions, brings unprecedented value to the energy sector. “Collaborating with the optimal strategic partner is crucial to client success,” said PIXO Founder and CEO Sean Hurwitz. “We chose EWN for their knowledge and expertise in the energy sector, along with their passion and commitment to innovation.”

The benefits of using XR in the workplace are seemingly never-ending. With this technology, training programs can provide real-world scenarios without real-world risk, reduce training expenses, easily adjust experiences on the fly, provide greater training standardization, and even offer remote learning opportunities for employees. In the ever-changing business landscape, it’s no wonder organizations like EWN are putting an emphasis on extended reality.

“XR provides more immersive, interactive, and meaningful experiences for everyone, especially those now entering the workforce, who have grown up along with this technology through gaming and entertainment,” said Hurwitz. “Apex™ makes XR for training, design, collaboration, and endless other uses more affordable and accessible to companies, developers, associations and resellers, helping to grow the industry,”

This week PIXO and EWN will be attending their first event to promote this new partnership, at the Alabama Natural Gas Association's Natural Gas Fall Workshop at Leak City in Athens, AL. This event will allow EWN and PIXO to showcase the VR technologies and content designed to move the industry forward.

Luxexcel and Optiswiss announce cooperation for 3D printed smart eyewear

Optiswiss smartglasses .png

Basel, Switzerland and Eindhoven, The Netherlands – September 8th, 2021 – Optiswiss, the leading Swiss lens manufacturer with distribution throughout Europe, has partnered with Luxexcel to bring commercial 3D printed lenses to market for use in regular eyewear and smart glasses. Under the partnership, Luxexcel will provide its breakthrough 3D printing lens technology, and Optiswiss will 3D print prescription lenses for the smart eyewear market. Optiswiss will also implement the newly released Luxexcel VisionPlatform™ 7 at its industrial facility in Basel, Switzerland. This shared strategy will accelerate the delivery of “Swiss-made” prescription lenses that are ideal for smart eyewear devices.

As one of Europe’s largest ophthalmic laboratories, Optiswiss will use VisionPlatform 7 to provide a production facility for customers, to manufacture prescription lenses and accelerate the launch of their smart eyewear devices. The platform 3D prints a variety of prescription smart lens solutions for Augmented Reality smartglasses and switchable sunglasses in a form factor similar to traditional eyewear.

Samuel Frei, CEO at Optiswiss said, “We’re excited to join Luxexcel in their journey to deliver prescription lenses for smart eyewear. After several years of cooperation with Luxexcel, it was time for us to bring the new VisionPlatform™ 7 to our production plant. We now have a digital manufacturing platform to combine prescription lenses with smart technology today, including a clear path towards large volume manufacturing of prescription smart glasses. At Optiswiss we are innovators and always at the forefront of technology. Together with Luxexcel we will develop pioneering products and bring them to market quickly. By adopting innovative technologies such as VisionPlatform™ 7, we can provide our customers with solutions for prescription smart eyewear, giving them an edge over the competition.”

Optiswiss chose VisionPlatform™ 7 because of the high-quality ophthalmic lenses that the platform produces. Another reason is the operational simplicity that the platform provides, as it replaces many process steps of traditional lens manufacturing with a one-step process. The platform provides further efficiencies such as 3D printing the hard-coating as part of the printing process.

Fabio Esposito, CEO at Luxexcel said, “We found a partner in Optiswiss that shares our vision to be at the forefront of innovation in the smart eyewear industry. The combination of our technology and the experience of Optiswiss as a lens manufacturer ensures that smart eyewear producers can bring to market smart devices that addresses the needs of those with prescriptions.”

A pioneer in 3D printed lens technology, Luxexcel specifically developed VisionPlatform™ 7 to fulfill a need in the smart eyewear industry for a digital technology solution to manufacture prescription smart lenses on a mass scale. VisionPlatform™ 7 consists of patented hardware, software, materials, processes, and support – all the components required to ensure mass production and distribution of prescription smart lenses.

About Luxexcel  
Luxexcel is the world’s only technology provider for 3D printed commercial lenses. Our mission is to accelerate the adoption of consumer smart eyewear by meeting the needs of more than 75% of the adult world population requiring prescription lenses. We enable this with our patented 3D printing manufacturing platform. Original equipment and device manufacturers use our platform to design and produce custom, lightweight, smart prescription eyewear on-demand and in a fashionable form factor suitable for the mass market. Luxexcel’s head office is based in The Netherlands, with branch offices in Belgium and the United States.

About Optiswiss
Optiswiss (www.optiswiss.com) has been manufacturer of ophthalmic lenses since 1937 and has its technology and production site in Basel, Switzerland. As a result of constant growth and innovations over the past decades, Optiswiss is today the leading lens manufacturer in Switzerland and, as the biggest independent ophthalmic lab in Europe, an internationally active company, operating throughout Europe.

‘Swiss made’ is not only the production site, it is also our philosophy – only the latest technologies, strict quality control and well-developed logistics are used. Optiswiss is a successful, extremely dynamic company that concentrates on developing, manufacturing, marketing and selling high tech spectacle lenses. Our values include innovative, solution-orientated thinking, providing high quality products with a clear focus on a customer-oriented service.

Media Contact 
Eva Flipse Marketing Manager – Luxexcel
hello[at]luxexcel.com

Award-Winning Artist to Launch the 1st Galaxy of Immersive VR Art

Minneapolis-based artist, Philip Noyed, known for his public art installations, is set to debut his first-ever VR experience, The Neo Art Space. Coming in 2022, this giant, virtual reality art adventure, will allow multiple players to experience the space simultaneously from anywhere in the world. The Neo Art Space is unique from any other VR art experience, in that it is cutting edge contemporary light art that is vast in scale.

A Brand New Universe Of Light Art To Explore Through Virtual Reality

Minneapolis-based artist, Philip Noyed, known for his public art installations, is set to debut his first-ever VR experience, The Neo Art Space. Coming in 2022, this giant, virtual reality art adventure, will allow multiple players to experience the space simultaneously from anywhere in the world. The Neo Art Space is unique from any other VR art experience, in that it is cutting edge contemporary light art that is vast in scale.

The space is filled with over thirty experiences, orchestrated with ethereal music to help you move from everyday 3D experience to a transcendent 5D consciousness. When you enter the Neo Art Space, you emerge through a black hole onto a walkway amidst planets, galaxies and supernovas. 

“Social isolation has become an increasing concern since the start of the pandemic,” said Philip Noyed. “The Neo Art Space Virtual Reality experience creates a new way to safely spend time with family and friends, while also offering endless experiences and memories made without leaving the safety of your home.”

The Neo Art Space is designed to be transformative and healing, meditative and joyful. Players will get to explore over 100,000+ square feet and over 10 stories high gaming area- creating their own experience via teleporting through pathways, glowing light caves, planets, radiant forests and beyond. 

Most virtual reality art experiences are focused on simply looking at the art in the museum experience. The Neo Art Space changes the way we think about typical art, as users will be fully engulfed in the art space, exploring, interacting and creating all in one space. The array of experiences are as boundless as the universe you are in. 

The Neo Art Space will be available in early 2022 for rent, purchase or licensing. NFTs of specific experiences will also be available. For more information, follow the Neo Art Space on Facebook, Twitter, Instagram, Steam, Discord, or visit https://www.neoartspace.com/about.

About The Creator
Philip Noyed is an innovative multimedia artist living and working in Minneapolis, Minnesota. Philip creates virtual realty (VR) art, abstract photographs, geometric light box illuminations, videos, paintings and mixed media installations. His art work represents the quintessential contemporary art movement making use of creative technology that is changing the way art is experienced today. Bold colors, light, and high-voltage geometric compositions characterize his versatile artworks that he transforms into wall-mounted or free-standing or kinetic mobile objects, video projections or immersive VR light experiences.


Press Contact

Cristy Brusoe

Brusoe Communications cristy@brusoe-communications.com

651-895-5842

Tactile VR - Simulation Training using a VR Fire Extinguisher Simulator from The Boiler Room

Using real world objects to create Virtual Reality (VR) training that is ultra-realistic. The Boiler Room have merged VR and Real-World Equipment to provide the latest innovation in learning, creating Tactile Virtual Reality.

Tactile VR: Fire Fighting – Extinguisher / Hose Health and safety are paramount in firefighting; however, it is not always possible to conduct live training exercises. Our Tactile VR Fire Fighting offers a practical, safe alternative to a sometimes-dangerous live fire training exercise.

Our solution is ultra-realistic, using real world firefighting equipment, in a cost effective controlled virtual reality environment. Training everybody in your organisation the firefighting basics is now possible. We have coupled the immersive world of virtual reality with a real world 9 or 14kg fire extinguisher to deliver highly realistic firefighting scenarios in various completely customisable environments. Similar we can teach the use of a firefighting hose using the real-world equipment in a simulated virtual environment.

The Tactile VR Fire Fighting experience is designed to:
• Allow the learner to handle the equipment in an ultra-realistic yet controlled environment
• Experience multiple scenarios
• Be immersed in the experience utilising all the senses
• Review hand placement on the equipment
• Understand and control the situational stress
• Create situational awareness
• Check equipment readiness
• Re-create all the real-world fire-fighting parameters in a virtual world
• The experience is realistic, and through realism ensures learner curiosity which in turn, ensure learner connection.

Contact:

Name: Adi Stephan

Email Address: adi.stephan@boilerroom.co.za

Website URL: http://www.boilerroom.co.za

Nextech AR and Kohls Expand Augmented Reality Contract For Ecommerce

Kohls in collaboration with Nextech is now significantly scaling WebAR for Ecommerce, creating thousands of new 3D models that will enhance the augmented reality experience for Kohls' customers.


Nextech AR Solutions Corp. a diversified leading provider of augmented reality (“AR”) experience technologies and services is proud to announce the expansion of its partnership with Kohls, Corporation (NYSE: KSS) one of the largest department store chains in the United States. The Kohls Nextech partnership began when Kohls identified Threedy.ai, now part of Nextech, and their WebAR for Ecommerce solutions as the most attractive option to introduce augmented reality and 3D models into its customer experience.

Extensive product testing which began with Kohls' Innovation Center, validated Threedy's return on investment (ROI)., Kohls in collaboration with Nextech is now significantly scaling WebAR for Ecommerce, creating thousands of new 3D models that will enhance the augmented reality experience for Kohls' customers. With Nextech's 3D WebAR for Ecommerce solutions, Kohls' customers can review products dynamically within any desired backdrop.

Nima Sarshar, Chief Technology Officer with Nextech and founder of Threedy.ai is close to this customer success story with Kohls. "When 3D ecommerce solutions are done right, the results can be incredibly rewarding. Not only financially, but also the joy of seeing your product used by millions of customers practically overnight. Our ability to use our AI pipeline to create 3D models at scale is a real value proposition for large retailers like Kohls" Sarshar commented.

View a 3D Model on the Kohls Website (Desktop Experience) or Watch a Video Preview
To try it yourself, scroll down beneath the product images and click “See it in 3D” or “View in your room”

Nextech's recent announcement that it was selected as an Early Access Partner with Google's 3D AR Search Program, strengthens the value proposition of WebAR for ecommerce, particularly for large retail customers such as Kohls. Kohls' 3D models will soon appear in organic Google search results, allowing shoppers to dynamically interact with and review the retailer's products.

Evan Gappelberg, CEO of Nextech commented on this customer success story. “Kohls is an example of a large retailer that quickly recognized the potential for WebAR to enhance its online business. Augmented reality in e-commerce can not only drive sales, but reduce customer returns as the buyer feels a higher level of product familiarity before placing the order - the latter being a key point for many e-commerce customers. By combining Threedy’s disruptive AI technology and our leading AR platform, large retailers like Kohls can reach the necessary scale critical to support their ecommerce business.”

Threedy.ai
Using Threedy’s proprietary AI and computer vision innovations, the production of 3D models can be scaled to 1,000s of 3D models per week. Threedy has built a truly disruptive end-to-end solution around its model creation technology for the AR industry. Through a simple JavaScript tag integration, product photos are automatically onboarded, 3D models are created for each product through the power of AI and hosted on the Threedy’s cloud, and 3D visualizations are served to client properties using web AR/3D, all within a single integrated platform.

More info here

Contact:

Name: Judith Planella

Email Address: judith.planella@nextechar.com

The Immerse Platform Now Available on SAP® Store

The Immerse Platform is built for enterprise from the ground up, and helps companies create, deploy, scale, measure and integrate VR training and maximise their ROI.

Today, Immerse announced that the Immerse Platform is now available on SAP Store. The Immerse Platform integrates with SAP and delivers immersive training for a range of topics, including health and safety, technical skills, soft skills, on-boarding, and corporate culture.

By integrating with SAP® SuccessFactors® Employee Central, the Immerse Platform delivers performance-enhancing virtual reality training.

London — 01 September 2021 — Immerse Learning Ltd. today announced that the Immerse Platform is now available on SAP® Store, the online marketplace for SAP and partner offerings. The Immerse Platform integrates with the SAP® SuccessFactors® Employee Central solution and delivers immersive training for a range of topics, including health and safety, technical skills, soft skills, on-boarding, and corporate culture.

 

‘’Virtual reality is enhancing human performance in ways that were once unthinkable and today it is transforming the way we learn, explore and interact,” says said Tom Symonds, CEO at Immerse. “The Immerse Platform creates an all-in-one solution for organisations, allowing them to create, distribute, measure, and integrate all forms of immersive content using highly secure cloud-based systems. As the employee experience continues to rise up to the boardroom agenda, organisations need to start embracing the next generation of learning technology in order to retain talent and stay ahead of the competition.’’

 

The Immerse Platform provides:

 

  • Higher-quality learning and retention
    Using virtual reality to learn and train leads to a 75%* average increase in employee learning quality and retention with a direct impact on the reduction in skills fading post training.

 

  • Faster speed to competency
    Virtual reality and immersive training has been proven to reduce the time to competency for employees by an average of 40% compared to traditional training methods.

 

  • Signification cost reduction
    Savings for the cost of training are seen across all areas of the business, including reduced travel and accommodation expenses, builds of replica physical training environments, and lost opportunity cost in time away from day-to-day operations.

SAP Store, found at store.sap.com, delivers a simplified and connected digital customer experience for finding, trying, buying and renewing more than 1,800 solutions from SAP and its partners. There, customers can find the SAP solutions and SAP-validated solutions they need to grow their business. And for each purchase made through SAP Store, SAP will plant a tree.

 

Immerse is a partner in the SAP PartnerEdge® program. As such, it is empowered to build, market and sell software applications that supplement and build on SAP software and technology. The SAP PartnerEdge program provides the enablement tools, benefits and support to facilitate building high-quality, disruptive applications focused on specific business needs – quickly and cost-effectively. The program provides access to all relevant SAP technologies in one simple framework under a single, global contract.

 

About Immerse

www.immerse.io

 

Immerse is a global virtual reality technology company that has developed the Immerse Platform. Built for enterprise from the ground up, the Immerse Platform enables companies to create, scale and measure virtual reality training.

 

With clients in a wide range of industries such as CPG, oil and gas, pharma and life science and power and utilities, using the Immerse Platform enables companies to train and assess their employees in radically new ways maximizing human performance and the employee experience.

 

Any statements in this release that are not historical facts are forward-looking statements as defined in the U.S. Private Securities Litigation Reform Act of 1995. All forward-looking statements are subject to various risks and uncertainties described in SAP’s filings with the U.S. Securities and Exchange Commission, including its most recent annual report on Form 20-F, that could cause actual results to differ materially from expectations. SAP cautions readers not to place undue reliance on these forward-looking statements which SAP has no obligation to update and which speak only as of their dates.

 

SAP and other SAP products and services mentioned herein as well as their respective logos are trademarks or registered trademarks of SAP SE in Germany and other countries. Please see https://www.sap.com/copyright for additional trademark information and notices. All other product and service names mentioned are the trademarks of their respective companies.

For more information, press only:

George Fryer, Senior Executive or Katie Charlton, Senior Consultant, Man Bites Dog

teamimmerse@manbitesdog.com +44 (0)1273 716 820

Lenovo and RealWear Join Forces to Bring Assisted Reality Solutions to Enterprise Customers

Lenovo’s global sales network to offer customers RealWear’s HMT-1 assisted reality wearable solutions, and Lenovo and RealWear certify the HMT-1 device for Lenovo’s ThinkReality™ XR cloud platform

Research Triangle, NC & Vancouver, WA – August 30, 2021 – Lenovo™ (HKSE: 992) (ADR: LNVGY), a global technology leader, and RealWear, the world’s leading provider of assisted reality solutions for frontline industrial workers, today announced a global collaboration to bring assisted reality solutions to enterprise customers. The combined technologies and resources of both companies will enable customers to select, deploy and scale right-fit extended reality (XR) technologies worldwide.

Extended Collaboration for the Global Enterprise XR Market

Under the collaboration, Lenovo has certified the RealWear HMT-1 devices for use on its ThinkReality™ platform, expanding frontline workers’ access to optimized, hands-free 2D applications. Additionally, Lenovo will offer RealWear’s HMT-1  family of assisted reality wearable devices through its global sales network.

RealWear HMT-1 with ThinkReality.png

A cloud and device-agnostic solution for enterprise deployments, ThinkReality™ is among the world’s most powerful and flexible enterprise XR software. The platform provides enterprise customers with advanced development and management tools, including a software development kit, content and device management services, enterprise integration, a robust developer portal, and ready-to-use microservices.

ThinkReality also includes turn-key certified solutions for vital XR applications from remote assistance, guided workflow and training to remote data visualization and design collaboration. Customers using devices on the ThinkReality platform have access to these common use case applications immediately  without needing to spend additional time or money on content development.

With the addition of the RealWear HMT-1, Lenovo’s ThinkReality platform now supports a full range of solutions across the XR spectrum. These XR solutions include the ‘reality first, digital second’ experience of assisted reality through the RealWear HMT-1 to the ‘immersive but not isolating’ experience of the new ThinkReality A3 smart glasses and the ‘world-focused’ ThinkReality A6 with transparent lenses, as well as  the fully immersive experience of virtual reality (VR) with the Lenovo Mirage VRS3 all-in-one VR headset.

VR AR XR Spectrum.png

The RealWear HMT-1 monocular device, the leading ruggedized head-mounted intelligent wearable, gives industrial workers real-time access to information and expertise, while keeping their hands and field of view free for work. The RealWear device allows workers to use voice-controlled commands – even in high noise environments – to collaborate with remote experts or navigate through complex workflows to reduce procedural errors. RealWear is fully compatible with worker Personal Protective Equipment (PPE), purpose-built for industry and enterprise, and features the category’s only ‘full shift’ hot-swappable battery.

The RealWear HMT-1 works with hundreds of powerful software applications from RealWear Ready solution partners, each optimized for completely hands-free voice control. That means no scrolling, swiping, hand gestures, or tapping – just simple voice commands. The HMT-1 can be used for remote mentor video calling, document navigation, guided workflow, mobile forms and industrial IoT data visualization. The device boasts more than 200 voice-controlled apps for hundreds of industrial use cases.

“To fulfill the ThinkReality vision of making it easier than ever to build, deploy, and manage enterprise XR solutions at scale, Lenovo is collaborating with a growing ecosystem of hardware and software solution providers,” said Jon Pershke, Vice President of Strategy and Emerging Business Development, Lenovo Intelligent Devices Group. “The addition of RealWear’s field-proven monocular device on the ThinkReality platform means we’ll be able to support an even larger and growing number of enterprise customers as they equip industrial frontline workers with cutting-edge XR technology that improves workplace safety and drive unprecedented ROI.”

“Our collaboration with Lenovo will provide a rich and powerful experience for frontline workers while enhancing worker safety,” said Sanjay Jhawar, Co-founder and President, RealWear. “We’re excited to help bring the benefits of HMT-1 assisted reality solutions to Lenovo’s enterprise customers globally, leveraging a strong ecosystem of collaboration and productivity software tools for digital transformation.  Additionally, we look forward to expanding our cooperation with Lenovo in the future across a range of end-user experience driven initiatives.”

Lenovo serves enterprise customers in 180 markets around the world. The company’s focus on quality and security is why Lenovo has been a trusted supplier to commercial customers and local/national government agencies around the world since 2005. In 2019, more than 300 of the world’s Fortune 500 companies bought Lenovo technology products.

The ThinkReality platform and devices are supported by Lenovo Integrated Solution Services (LISS), a global end-to-end service program that supports the relevant hardware, software, and services to provide an advanced level of care throughout a solution’s lifecycle.

Contact your local Lenovo or RealWear sales representative to find out more.

About Lenovo
Lenovo (HKSE: 992) (ADR: LNVGY) is a US$60 billion revenue Fortune Global 500 company serving customers in 180 markets around the world. Focused on a bold vision to deliver smarter technology for all, we are developing world-changing technologies that power (through devices and infrastructure) and empower (through solutions, services and software) millions of customers every day and together create a more inclusive, trustworthy and sustainable digital society for everyone, everywhere. To find out more visit https://www.lenovo.com and read about the latest news via our StoryHub.

About RealWear
RealWear® is the world’s leading provider of assisted reality wearable solutions that engage, empower, and elevate the modern frontline industrial worker to perform work tasks more safely, and with increased efficiency and precision. RealWear give these workers real-time access to information and expertise, while keeping their hands and field of view free for work. Workers use voice-controlled commands – even in high noise environments – to collaborate with remote experts or navigate through workflows. RealWear is fully compatible with worker PPE, purpose-built for industry and enterprise, and features the only “all shift” battery. RealWear is field proven with world-class customers, including Shell, Goodyear, Mars, Colgate-Palmolive, and BMW, who have used it to improve workplace safety while delivering unprecedented ROI.

RealWear is headquartered in Vancouver, Washington in the United States, with local offices in the United Kingdom, Singapore, Germany, Australia, the Netherlands, and Korea, along with a new customer experience center in Dubai. RealWear’s number one position was further strengthened with triple (3X) year-over-year growth in 2020. The company has shipped wearable devices to more than 3,000 unique enterprise customers worldwide in a range of industries, including Energy, Manufacturing, Food & Beverage, Automotive, and Telecommunications.

For more information, visit www.realwear.com.

 

LENOVO and THINKREALITY are trademarks of Lenovo. REALWEAR and HMT-1 are trademarks of RealWear Inc. All other trademarks are the property of their respective owners. ©2020, Lenovo Group Limited.